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Arguably it's in a small canvas in Firefox. It's good to see people moving toward Javascript use as there's no reason for JS not to be super fast language.

lol, wut? Javascript has... dynamic typing, dynamic prototype based object structures, variable tagging (v8) with 31bit ints, etc... there may be some obscure way to get JS to work at slightly okay performance, or extend the syntax in some human-unreadable way to allow strict compilation rules (eg asm.js), but as it is Javascript is a horribly slow, bug-prone language only suitable for it's original purpose: website scripting.

NaCL and Dart are much better options than trying to fit a square shape (javascript) into a round whole (efficiency).

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lol, wut? Javascript has... dynamic typing, dynamic prototype based object structures, variable tagging (v8) with 31bit ints, etc... there may be some obscure way to get JS to work at slightly okay performance, or extend the syntax in some human-unreadable way to allow strict compilation rules (eg asm.js), but as it is Javascript is a horribly slow, bug-prone language only suitable for it's original purpose: website scripting.

NaCL and Dart are much better options than trying to fit a square shape (javascript) into a round whole (efficiency).

This is wrong.

Anyway, the main problem with running real games inside a browser is the texture data. AAA games have > 10GB of texture data that's typically installed to the hard drive, and you aren't going to want to try and stream that on demand. Meaning you need to install it all ahead of time. And once you've done that, is there really much of a point to try to run it in the browser instead of locally?

Apparently Mozilla is working on some kind of new system that would check the bandwidth available and dynamically download textures of different sizes and quality based on how much you can stream from the server, but I still doubt you'd want to do that for a major AAA game. It seems like it'd be more useful for something that in the past would used Flash.

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Anyway, the main problem with running real games inside a browser is the texture data. AAA games have > 10GB of texture data that's typically installed to the hard drive, and you aren't going to want to try and stream that on demand. Meaning you need to install it all ahead of time. And once you've done that, is there really much of a point to try to run it in the browser instead of locally?

Apparently Mozilla is working on some kind of new system that would check the bandwidth available and dynamically download textures of different sizes and quality based on how much you can stream from the server, but I still doubt you'd want to do that for a major AAA game. It seems like it'd be more useful for something that in the past would used Flash.

I think in the end it becomes more a matter of compatibility than anything. It seems that more and more programs are becoming web based, because Windows no longer has a greater market share than all other platforms combined. Windows, Windows RT, Mac, Android, and iOS are all pretty much binary incompatible with each other, and linux is just starting to crack out of it's shell of being apart of the rest of the flock (pun intended). When you consider games, Xbox and PS are also in the loop. So that can become potentially 8 modern binary-incompatible platforms to support, and that's a turnoff for any developer. By making something browser based, it no longer becomes the developers' responsibility to make it cross-compatible, as long as the product is known to work on that particular browser.

I'm sure one of the reasons Mozilla is working on this is so they have something extra appealing to offer for their Firefox OS.

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I write in Javascript every day, it's slow and I know it. Moreover, there's no dynamic language out there that compares to the performance of native static-typed ones (C & C++). Most AAA game companies wont even consider using anything but C++ cause no other language (currently) offers tight control over SIMD instructions. There's no way Javascript is going to be a target for anything more than simple Indie games unless something drastic happens to the language itself, or (like with asm.js) human-unreadable subset idioms are introduced that allow JS compilers to have more structural guarantees. Even then, unless you add very specialized SIMD commands, C++ will win by a milestones.

Moreover, even if the performance wasn't a concern, Javascript sux. Prototype inheritance is horrible for big projects compared to proper OOP. You can't even have private variables without killing performance.

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Incredible.
The portage done in just four hours. Ok, probably a little more with some additionnal tunning.
Meanwhile, shall I remember that the Linux players have been waiting for UT3 for years for nuts ? I thought there was some "legal" problems avoiding the port to linux? Is there no "legal" problem anymore so that the engine can be directly ported to all existing platforms at the same time because of using Java?